Browsing '2012': Students starting in 2012

Big Game Project

The Big Game Project has been kicked off and we are now in full development of our next game. The Big Game Project is the final course of the 2nd year here at Uppsala University GAME department. It entails the development and showcasing of a larger scale game project which is to be displayed and judged on this year’s Gotland Game Conference.
Similarly to our last game CoBots we are developing […]

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Program: Programming

Big Game Project

The Big Game Project has been kicked off and we are now in full development of our next game. The Big Game Project is the final course of the 2nd year here at Uppsala University GAME department. It entails the development and showcasing of a larger scale game project which is to be displayed and judged on this year’s Gotland Game Conference.
Similarly to our last game CoBots we are developing […]

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Program: Programming

Big Game Project

The Big Game Project has been kicked off and we are now in full development of our next game. The Big Game Project is the final course of the 2nd year here at Uppsala University GAME department. It entails the development and showcasing of a larger scale game project which is to be displayed and judged on this year’s Gotland Game Conference.
Similarly to our last game CoBots we are developing in Unity 3D […]

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Program: Programming

Big Game Project

The Big Game Project has been kicked off and we are now in full development of our next game. The Big Game Project is the final course of the 2nd year here at Uppsala University GAME department. It entails the development and showcasing of a larger scale game project which is to be displayed and judged on this year’s Gotland Game Conference.
Similarly to our last game CoBots we are developing in Unity 3D […]

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Program: Programming

Pathing and smelling

Now the bears can move! Also the fishes look great but Jesper made those =) This post is a day late so, yesterday I made a smelling system! Which is basically making all the animals two trails of particles. One is faded and one is not. The one not faded is in a layer usually hidden but can be shown by (for now) pressing the x button. Works well, wind makes it look good and makes the mechanic quite realistic.
Today […]

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Program: Programming

Pathing and smelling

Now the bears can move! Also the fishes look great but Jesper made those =) This post is a day late so, yesterday I made a smelling system! Which is basically making all the animals two trails of particles. One is faded and one is not. The one not faded is in a layer usually hidden but can be shown by (for now) pressing the x button. Works well, wind makes it look good and makes the mechanic quite realistic.
Today […]

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Program: Programming

Pathing and smelling

Now the bears can move! Also the fishes look great but Jesper made those =) This post is a day late so, yesterday I made a smelling system! Which is basically making all the animals two trails of particles. One is faded and one is not. The one not faded is in a layer usually hidden but can be shown by (for now) pressing the x button. Works well, wind makes it look good and makes the mechanic quite realistic.
Today […]

/ Comments Off on Pathing and smelling
Program: Programming

Pathing and smelling

Now the bears can move! Also the fishes look great but Jesper made those =) This post is a day late so, yesterday I made a smelling system! Which is basically making all the animals two trails of particles. One is faded and one is not. The one not faded is in a layer usually hidden but can be shown by (for now) pressing the x button. Works well, wind makes it look good and makes the mechanic quite realistic.
Today […]

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Program: Programming

Tileable texture work

The past days I’ve been working on textures for a level in Mechropolis. It has been a bit of trial and error for me, as the first iterations was way too realistic. We decided early on to not bake textures from high poly 3D models as it would take too much time, so I went 2D at once. But default when I made a stone texture, I tried to make it look as realistic as possible, all while forgetting that it […]

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Program: Graphics

Tileable texture work

The past days I’ve been working on textures for a level in Mechropolis. It has been a bit of trial and error for me, as the first iterations was way too realistic. We decided early on to not bake textures from high poly 3D models as it would take too much time, so I went 2D at once. But default when I made a stone texture, I tried to make it look as realistic as possible, all while forgetting that it […]

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Program: Graphics

Tileable texture work

The past days I’ve been working on textures for a level in Mechropolis. It has been a bit of trial and error for me, as the first iterations was way too realistic. We decided early on to not bake textures from high poly 3D models as it would take too much time, so I went 2D at once. But default when I made a stone texture, I tried to make it look as realistic as possible, all while forgetting that it […]

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Program: Graphics

Tileable texture work

The past days I’ve been working on textures for a level in Mechropolis. It has been a bit of trial and error for me, as the first iterations was way too realistic. We decided early on to not bake textures from high poly 3D models as it would take too much time, so I went 2D at once. But default when I made a stone texture, I tried to make it look as realistic as possible, all while forgetting that it […]

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Program: Graphics

Normal map testing! Week 1


This week has involved a lot of testing normal maps. I’ve brushed up on sculpting in zbrush and extracting different maps from highpoly meshes.
 
more to come… cba to write atm

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Program: Graphics

Normal map testing! Week 1


This week has involved a lot of testing normal maps. I’ve brushed up on sculpting in zbrush and extracting different maps from highpoly meshes.
 
more to come… cba to write atm

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Program: Graphics

Normal map testing! Week 1


This week has involved a lot of testing normal maps. I’ve brushed up on sculpting in zbrush and extracting different maps from highpoly meshes.
 
more to come… cba to write atm

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Program: Graphics

Normal map testing! Week 1


This week has involved a lot of testing normal maps. I’ve brushed up on sculpting in zbrush and extracting different maps from highpoly meshes.
 
more to come… cba to write atm

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Program: Graphics

Development under the course Big Game Project

These following 10 week I am going to post on this blog about my work in the course Big Game Project that I am taking in the program Game design and programming. I am working together whit my team on a game that we currently call Open Circuit. We are seven persons in our team, two programmers, two level designers and three graphical artists. I am one of the programmers in the group. The game we are working on is […]

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Program: Programming

Development under the course Big Game Project

These following 10 week I am going to post on this blog about my work in the course Big Game Project that I am taking in the program Game design and programming. I am working together whit my team on a game that we currently call Open Circuit. We are seven persons in our team, two programmers, two level designers and three graphical artists. I am one of the programmers in the group. The game we are working on is […]

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Program: Programming

Announcing "Project Clint"

Since I was the last man among my class that was without a group after all groups were filled, I talked to my teachers about what to do. After listening to a few suggestions and having discussions about it, we arrived at the conclusion that I would work on a vertical slice/prototype about a certain part of the idea that I pitched to my teachers last week, and then make the full game once the third year starts.
So that’s why […]

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Program: Programming

Announcing "Project Clint"

Since I was the last man among my class that was without a group after all groups were filled, I talked to my teachers about what to do. After listening to a few suggestions and having discussions about it, we arrived at the conclusion that I would work on a vertical slice/prototype about a certain part of the idea that I pitched to my teachers last week, and then make the full game once the third year starts.
So that’s why […]

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Program: Programming

Tower Offensive

This week my team and I began to work on our project. So the thing I want to addressee in this post is how difficult it has been to get in to the right mind set when it comes to design the game logo. I might add something else as well, but first and …

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Program: Graphics

Tower Offensive

This week my team and I began to work on our project. So the thing I want to addressee in this post is how difficult it has been to get in to the right mind set when it comes to design the game logo. I might add something else as well, but first and …

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Program: Graphics

Shading

The big game project is now on! Bears are already being pumped out and soon they will be moving!
I have worked on a custom shader to have the leaves of our trees rendered on both the front and backside. Looks pretty good, stole a lot from a pre-built shader script in unity for the transparency.  The shadows are not being cast as I want them to (not at all in fact) but getting lit is working fine.
Also started on the […]

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Program: Programming

Shading

The big game project is now on! Bears are already being pumped out and soon they will be moving!
I have worked on a custom shader to have the leaves of our trees rendered on both the front and backside. Looks pretty good, stole a lot from a pre-built shader script in unity for the transparency.  The shadows are not being cast as I want them to (not at all in fact) but getting lit is working fine.
Also started on the […]

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Program: Programming